» Sun May 13, 2012 6:15 am
The article specifically mentions lock-picking and talks about how it's building immersion to play the same moronic minigame over and over and over and over and over again. The article conveniently forgets that if you add random chance to the picture and weigh it with the character skill, you can have your character handle the lock without knowing in advance if it will be too difficult.
No, you don't get to play some Nintendo-like minigame, and I'm sure action gamers everywhere will cry themselves to a state of near-fatal dehydration over such a development, but it will move an action back to where it belongs, in the hands of your in-game character. It will also make lockpicking perks a lot more relevant. Only downside is that immersion-hating players don't get to do something for their character that they really shouldn't be doing.
If you can have your character swing a sword or speak out a fairly complex spell at the click of a mouse button then surely said character can also pick a freaking lock without the player's help. If anyone disagrees, imagine combat with a spellcasting-minigame, a walk-minigame, a "swing a weapon" minigame, a "talk to NPC" minigame, a "mount horse" minigame, a "ride horse" minigame, and quite possibly a "wipe your butt" minigame. Would that be fun? Would that be the least bit awesome? No? EXACTLY! Minigames are almost always terrible and they almost inevitably add NOTHING of value to a game, least of all immersion.
Suppose I was terrible at the lockpicking minigame. I'm not, in fact I'm pretty decent after having played the same damn minigame loads in FO3 and FONV, but suppose I svcked badly. Suppose that even with all the perks, I still have a damned hard time. With all the perks, the character is really a [censored] ace locksmith but because I'm a terrible at the lockpicking minigame, the ace locksmith still can't open locks that should be easy as pie. How is that in any damn way immersive? Anyone care to explain that? Please?
Using player skill for character skill is something that should be done very carefully in RPGs. Characters may be chosen by some divine entity or gifted in other ways but players are not. Conversely, players may be hugely gifted in various abstract representations of activities in which the character is not gifted. This leads to stupid situations that make no sense whatsoever.
In Gothic 2, because combat was mostly based on player skill, a level 1 character that would get eaten by your average wolf could easily kill a black troll by running circles around it and constantly slashing it for -5 hp. Took loads of time, obviously, but the troll would eventually die without having hit the player once. Add in basic "% to hit" mechanics (i.e., add some rule based gameplay) and things would be much different.
In the same game, lockpicking was also player-controlled. Effectively, all locks were combination locks with the key being the proper combination of left and right twists. Thus you could find out the combination through trial and error, write it down, load a save prior to the trial and error session, do the proper combination, and presto, even the most complex of locks would open with no broken lockpicks.
How about FO3 hacking? It was a minigame too, and once of the most lame I've seen. It was slow, annoying, and added nothing to the game. And in very short order, someone uploaded a hacking spreadsheet that you could type your options into, and use to track possible options based on what was known. Result was guaranteed success in any hack I was allowed to attempt. Where's the immersion in that? Sure, I "cheated" but what difference would it do if I'd done what the spreadsheet did manually? Would I be more immersed in the 57th hack I made with a character, if I spent another 5 minutes doing it? Really?
Now compare this with Morrowind's lockpicking. Your character would do it for you, it took half a second, and your character would then instantly learn if he had no chance whatsoever of opening it. On the other hand, if the character had a 1% chance of opening, you might be standing at the lock for a rather long period of time. Lets look at how it was done in NWN (that's Neverwinter Nights for you casuals, action gamers, and kids with no memory before Oblivion) where your character would spend some time kneeling and trying to open the lock, with the result determined by the simple mechanic of whether skill level + die roll was equal to or higher than the lock level.
Why were either of those rule-based mechanics not good enough? What was gained by forcing rogue types (or rather, since the Open spell was removed, all characters that want to open locks) to play the same minigame for 5 year olds possibly hundreds of times?
Why is it more immersive if you do the lockpick for your character, when you do almost NOTHING else for your character in Skyrim? You don't piss for your character, you don't [censored] for your character, you don't eat, you don't sleep, you don't jerk off, you don't polish your armor, you don't clean your sword, you don't even equip the armor or the sword, you don't perform the actual repairs needed, you don't brew the potions, you don't drink the potions, you don't put bandages around wounds, you don't cast the actual spells...
Really, the whole damn concept is to tell your character what the character should do and then observe as the character does it. Some times the character does it instantly. Some times there is an animation, but always the character does it. That's how everything else in Skyrim and in most RPGs work. You tell the character what to do and then THE CHARACTER is responsible for doing it. Only exception in Skyrim? Lockpicking.
I wish I could say that gamesas killed that stupid speech minigame from Oblivion because it was lame as [censored] but unfortunately I'm not that naive. They killed it because they also killed everything the game would've allowed you to accomplish. There's no NPC disposition that can be raised and no extra dialogue options that raising the disposition could unlock. Consequently there was no need for the minigame. Even so, when we look back on Oblivion, how many people thought that speech minigame added any value? How many people liked it? How many were furious that it wasn't included in FO3 or Skyrim? How many people missed it?